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Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
Capinding, Andie Tangonan – European Journal of Educational Research, 2022
The primary goal of this study was to explore the effectiveness of Quizizz in enhancing students' motivation, interest, and achievement in physics. This study was conducted at the Nueva Ecija University of Science and Technology (NEUST)-Gabaldon campus during the second semester of the academic year 2021-2022. This study used both a descriptive…
Descriptors: Game Based Learning, Evaluation Methods, Instructional Effectiveness, Physics
Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
Palová, Dana; Vejacka, Martin – European Journal of Educational Research, 2022
The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today's students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented…
Descriptors: Game Based Learning, Student Motivation, Integrated Learning Systems, Foreign Countries
Domitrovich, Joshua L. – ProQuest LLC, 2022
Higher education practitioners continue to search for ways to increase student engagement with career services offices to improve students' career readiness and employability. The use and effectiveness of gamification to increase student engagement in co-curricular environments is an understudied area of educational research. Therefore, the…
Descriptors: Learner Engagement, Game Based Learning, Student Attitudes, Career Counseling
Zhong, Lin – Smart Learning Environments, 2022
While role-playing games and personalized learning have been regarded as effective tools to improve students' learning, incorporating personalized learning into role-playing games is challenging and approaches are limited to cognitive and motivational variables. Aiming at expanding approaches to incorporate personalization into role-playing games,…
Descriptors: Individualized Instruction, Role Playing, Cognitive Processes, Difficulty Level
DeMers, Michael N. – Geography Teacher, 2023
Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young…
Descriptors: Game Based Learning, Gamification, Student Motivation, Learner Engagement
Andrew Philpott; Jeong-Bae Son – Computer Assisted Language Learning, 2024
The study reported in this article investigated the use of quest-based learning (QBL) in a gamified English as a foreign language (EFL) course at a Japanese university. A mixed methods research design was utilised to explore the effect purposely designed quests can have on EFL students' foreign language (FL) motivation. The study was conducted…
Descriptors: College Students, Foreign Countries, English Language Learners, English (Second Language)
Eltahir, Mohd. Elmagzoub; Alsalhi, Najeh Rajeh; Al-Qatawneh, Sami; AlQudah, Hatem Ahmad; Jaradat, Mazan – Education and Information Technologies, 2021
The objective of this study was to evaluate the impact of game-based learning (GBL) on students' motivation, engagement and academic performance on an Arabic language grammar course at Ajman University. The study was carried out utilizing a case study of quasi-empirical design. The respondents were 107 learners, grouped into two groups: one…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, Academic Achievement
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Tukiainen, Markku – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students' understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and…
Descriptors: Computer Simulation, Game Based Learning, Computation, Thinking Skills
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Avargil, Shirly – Journal of Science Education and Technology, 2022
Learning through games in general and educational escape-rooms in particular requires participants to be creative and critical thinkers, work in collaboration with others, formulate an array of thinking strategies, and be familiar with media and technology. A specially designed chemistry-themed escape-room was built as an alternative learning and…
Descriptors: Game Based Learning, Chemistry, Science Instruction, College Students
Rincon-Flores, Elvira G.; Mena, Juanjo; López-Camacho, Eunice – Education Sciences, 2022
Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it is composed of dynamics, mechanics, and components. The purpose of this study was to compare Engineering and Economics and Social Sciences undergraduate students in their performance (grades), motivation, quality of…
Descriptors: Game Based Learning, Teaching Methods, Academic Achievement, Student Motivation
Randi, Judi; Corno, Lyn – Theory Into Practice, 2022
This article discusses the role of student motivation and learning experiences in online course environments at the post- secondary level. We offer guidance for instructors to design online experiences that encourage students to learn actively, allowing them to persist at academic goals and get the most out of the material. In discussing relevant…
Descriptors: Student Motivation, Learning Experience, Online Courses, College Students